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Cryptic needs to redo the Transport Raid and Erikson

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited September 2012 in Klingon Discussion
These two missions need to be tweeked for Battlecruisers and Carriers.

You don't have enough DPS to fight the Patrols and disable (and loot) the transports at the same time. Even with Warp Plasma to snare them. And on top of it, if you blow up a transport, the mission becomes a failure.

So it's quite frustrating to put all that time in hoping for 5 emblems, but end up with 1 or 2.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Having been only slightly able to get close to completing the optional 5/5 frieghters part of the mission in a speedy BoP, I can definately imagine that nobody in anything slower can do it without a large amount of luck.
    The questions I must ask is can the Dev's make the missions easier for Carriers, Cruisers and any other slower low DPS ship without making it too easy for other faster ships? Or do you suppossed it is designed this difficult to promote team play and completion?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I'm on the opposite spectrum (Heavy BoP) and the problem I have isn't the DPS but the "survivability". When the escorts get on my case, I have to keep firing on the freighters to stop them... by the time they're stopped, I have to deal with the escorts to be able to safely beam the cargo...

    end of story: I got 2 freighters and the 2 others escaped...

    Same for the Federation transport... I do get the 3 freighters but the federation reinforcement requires much of my attention so I can't reach 5...

    Best way to deal with this would be to team up with at least 2 other players. 1 deals with the escorts, the 2 others raid the transports...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I can do the transport raid; What i did was cloak fly around to the lead transport, and kill the defense ships, and by the time you disable the lead ships the trailing ships have caught up.

    The Erikson, not so much, I am still working on a strategy for this beast, even in a BOP with full guns it is all i can do to kill the defense and get two of the transports, i mean i can get two of them, and fly as fast as i can to the others just to see them warp away and fail. Funny thing is I can get the two in the forcefield after blow up the power and they count toward the "loot freighter" count, but I have already failed :( - so the mission tracker says 4/4 looted but with the failed red "x".

    I wonder if that one is bugged? I like the idea of a challenge, and if i can figure out how to do it before they do any tweaking on it i will feel a bit of pride in doing it :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I love this game, but the transport raids make me see red every time. It's not because they're challenging, it's because the mission objectives do not make any sense.

    I raided 4 of the 5 Federation transports, and then one warped away. I then raided the other two, exceeding the stated mission objective. But I failed anyway because one transport warped away. That does not make any sense. I tried again and .000001 seconds before I could beam the cargo up from the last transport, 3 of them exploded for no apparent reason. Failed. Seriously?

    Likewise, in Eriksson, I raided 4 transports and 2 got away. Unfortunately however, because the 2 got away before raiding the last 2, I failed.

    My request would be to either change the objective to state what you actually need to do and why, or to allow us to complete the optional objectives despite things that shouldn't matter anyway, like freighters being destroyed or escaping. Really? We're Klingons and destroying a freighter means we fail?

    I should add I tried both of these on a team and we still couldn't get these objectives. Freighters always either get destroyed or some warp away.

    Anyway, I don't want to add to any whinefests here, so if I'm missing something about these objectives, feel free to correct me. However, I feel there is a difference between a challenge and objectives that are unfair.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    The Erikson one seems the most difficult, on the onset there are 6 transports set in motion once you decloak, the four you see and two more in the crux of the "v" of that super structure, and two more in the force field you get a whack at later on. so a total of 8 you can loot, but if one dies or warps away game over. If the goal is to loot 4 before they warp away and without blowing them up, then it needs to say so, but if it is just pillage 4 then it needs to only fail you when the objective cannot be met.

    Also would be easier if the transports stayed disabled :mad: , I tried ignoring the defenders disabling the transports, and killing the defenders before looting, but no dice the transports repair and move along.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Eriksson and the Transport Raid had a problem with the mission logic, making them extremely hard to compete.

    Long story short... when ships "warp out" in STO the server actually kills them to get rid of the ship from the map. This "kill" was being counted as a player kill and failing the mission.

    I've fixed the missions internally, the fixes should be headed out to Holodeck shortly. Keep an eye on the patch notes.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Eriksson and the Transport Raid had a problem with the mission logic, making them extremely hard to compete.

    Long story short... when ships "warp out" in STO the server actually kills them to get rid of the ship from the map. This "kill" was being counted as a player kill and failing the mission.

    I've fixed the missions internally, the fixes should be headed out to Holodeck shortly. Keep an eye on the patch notes.

    sweet... I nearly lost my mind the other night trying to figure out how I was failing these. I finnallly concluded I had ****ed off someone on the high council and they was fudging the reports to make me look bad!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Wohoo!
    It did felt funky, and thats why.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Eriksson and the Transport Raid had a problem with the mission logic, making them extremely hard to compete.

    Long story short... when ships "warp out" in STO the server actually kills them to get rid of the ship from the map. This "kill" was being counted as a player kill and failing the mission.

    I've fixed the missions internally, the fixes should be headed out to Holodeck shortly. Keep an eye on the patch notes.

    Really glad to hear that. I've failed with 4/4 completed in the mission optional objective several times.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Eriksson and the Transport Raid had a problem with the mission logic, making them extremely hard to compete.

    Long story short... when ships "warp out" in STO the server actually kills them to get rid of the ship from the map. This "kill" was being counted as a player kill and failing the mission.

    I've fixed the missions internally, the fixes should be headed out to Holodeck shortly. Keep an eye on the patch notes.

    Very happy to hear this. These were not possible for me to achieve solo as they currently were, but with the right team then we had a fighting chance.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Eriksson and the Transport Raid had a problem with the mission logic, making them extremely hard to compete.

    Long story short... when ships "warp out" in STO the server actually kills them to get rid of the ship from the map. This "kill" was being counted as a player kill and failing the mission.

    I've fixed the missions internally, the fixes should be headed out to Holodeck shortly. Keep an eye on the patch notes.

    Oh that is excellent to hear, thanks for the fix. Will definitely be looking out for that. Thanks for the challenging missions by the way, keep them coming!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Eriksson and the Transport Raid had a problem with the mission logic, making them extremely hard to compete.

    Long story short... when ships "warp out" in STO the server actually kills them to get rid of the ship from the map. This "kill" was being counted as a player kill and failing the mission.

    I've fixed the missions internally, the fixes should be headed out to Holodeck shortly. Keep an eye on the patch notes.

    Hooray! Now I can actually complete "Path of the Warrior" in my Negh'var!

    By the way, any chance of getting more purple than orange anomalies in the transports at Lt. General? I'm trying to accumulate materials for crafting Mk XI stuff, but I'm having difficulty getting anything other than oranges (Mk X gear) from the transports. Or at least you can make the distribution of anomalies among all tiers of materials, with the highest chance of getting purples (and at lower levels you would not be able to get higher tiers and you would be most likely to get particles for your level). The scanable anomalies in the systems are fine, though.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Eriksson and the Transport Raid had a problem with the mission logic, making them extremely hard to compete.

    Long story short... when ships "warp out" in STO the server actually kills them to get rid of the ship from the map. This "kill" was being counted as a player kill and failing the mission.

    I've fixed the missions internally, the fixes should be headed out to Holodeck shortly. Keep an eye on the patch notes.

    TY G! :D

    Knew it was bugs. :p
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    i think the only thing that should be fixed is,
    if a freighter already looted warps out,
    that shouldnt fail the optional...

    i was only able to finish the path of the warrior once yet on my cruiser,
    but i really liked it to be a great competition...
    was just frustrating if optional fails by "empty" freighters warping out...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Gozer, if you could make it so the Transports are disabled around 50% instead of 25% Hull, that would be awesome. 25% hull is usually an unlucky crit away from destroyed.

    Also, annoying is when you try to disable the freighters, then take out the attack ship. That attack ship likes to die near the disabled Freighters and take them out too. I dunno, from a logical standpoint the first thing I should hit is the attack ship. Since it's there to defend the Freighters, it shouldn't be lallygagging around while I disable 2 or more freighters before it decides to join the fight.

    As far as Erikkson goes, what I've found works okay, is to pull up on the closest set of Freighters, at max range, and start firing until the Escort gets in range, and take it out, then finish up on the Freighters. Avoiding pulling in the 2 Civilian Escorts flying around the station. Then zoom around and over to the 2 Freighter and Escort group on the back side of the map. However, there are two problems here, at max range my Cannons are weak, so it takes a while to disable the first set of Freighters. On the second set I can move closer, but since I'm usually trying to be extremely delicate with the Freighters, it takes a while to disable them. Usually, I disable the last one as it's passing by the beacon.

    I've been able to solo them all, as a Tac Captain in a Raptor, but I'm definitely looking forward to the fix though, as it's frustrating trying to get the optional objective more than once a day if I happen to fail it. I play for entertainment, not stress and frustration. >.<
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Eriksson and the Transport Raid had a problem with the mission logic, making them extremely hard to compete.

    Long story short... when ships "warp out" in STO the server actually kills them to get rid of the ship from the map. This "kill" was being counted as a player kill and failing the mission.

    I've fixed the missions internally, the fixes should be headed out to Holodeck shortly. Keep an eye on the patch notes.

    That explains some things. That little bug created some heated ahem, discussions about who blew up the freighter. Thank you.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Just a quick update...

    Aside from the server killing bug I metioned earlier.. I've also updated two additional things for the Pi Canis Transport Raid and Eriksson Mission.

    1. The freighters will stop moving and lower thier shields at 50% health (it used ot be 35). The freighters have always switched to a friendly faction once disabled which would automatically stop beam weapons from firing on them, just watch your torps and cannons. This should also help keep carrier pets from destroying them since they switch sooner.

    2. I've increased the wait time the ships need to get back underway if you have disabled but not looted them.

    And because I like Klingons :) I'm going to set the token rewards back to the higher level they originally were. This means you'll get two emblems\tokens each on Alpha and Beta and five for Path of the Warrior. This was thier original amount when i first put them on Tribble, and you guys told me they were way too easy.

    Let that be a lesson... (grin) be careful what you ask for... you just might get it....

    Changes may take a week or so to get to Holodeck... keep an eye on the patch notes.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Thanks, Goz! That is awesome!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    what about the bug we get on the erikson mission, where there are 6 transports the optional mission is to loot 4, it fails if 2 get away, even if there are 4 for you to still loot. I have looted 4 and still failed because 2 of the 6 got away, ie. it said looted 4/4 and still failed.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    sabredruid wrote: »
    what about the bug we get on the erikson mission, where there are 6 transports the optional mission is to loot 4, it fails if 2 get away, even if there are 4 for you to still loot. I have looted 4 and still failed because 2 of the 6 got away, ie. it said looted 4/4 and still failed.

    Read the whole thread.... :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Just a quick update... ...Changes may take a week or so to get to Holodeck... keep an eye on the patch notes.

    Wow thanks Goz!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    sweet. i am going to use the extra emblems to beef up my carrier and own feds
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    oops , thanks gozer :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    1. The freighters will stop moving and lower thier shields at 50% health (it used ot be 35). The freighters have always switched to a friendly faction once disabled which would automatically stop beam weapons from firing on them, just watch your torps and cannons. This should also help keep carrier pets from destroying them since they switch sooner.

    2. I've increased the wait time the ships need to get back underway if you have disabled but not looted them.

    And because I like Klingons :) I'm going to set the token rewards back to the higher level they originally were. This means you'll get two emblems\tokens each on Alpha and Beta and five for Path of the Warrior. This was thier original amount when i first put them on Tribble, and you guys told me they were way too easy.

    I'll take it! While I don't really need the emblems, I'm sure others do, so that's nice. As for the wait time and decreased damage needed to take the freighters down, hopefully this will make Eriksson easier for non-raptor/BoP ships.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    And because I like Klingons :) I'm going to set the token rewards back to the higher level they originally were. This means you'll get two emblems\tokens each on Alpha and Beta and five for Path of the Warrior. This was thier original amount when i first put them on Tribble, and you guys told me they were way too easy.

    Let that be a lesson... (grin) be careful what you ask for... you just might get it....

    Changes may take a week or so to get to Holodeck... keep an eye on the patch notes.

    Well, to be fair the missions were extremely easy on normal without the bug, which was NOT present in Tribble the several times I ran them.

    I think it's a mistake to give out that many emblems on them - I have no problem with 5 emblems for path of the warrior, but I think 2 emblems for a 15 minute sortie is way out of whack. This will net the very boring (but profitable, at least for a while) grind of 4 emblems each half hour (2 sorties, each takes 15 minutes tops on normal without bugs, probably less since you don't have to care at all about the optionals when grinding this way)

    If anything 0 emblems or at most 1 would be ok.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Warem wrote:
    Well, to be fair the missions were extremely easy on normal without the bug, which was NOT present in Tribble the several times I ran them.

    I think it's a mistake to give out that many emblems on them - I have no problem with 5 emblems for path of the warrior, but I think 2 emblems for a 15 minute sortie is way out of whack. This will net the very boring (but profitable, at least for a while) grind of 4 emblems each half hour (2 sorties, each takes 15 minutes tops on normal without bugs, probably less since you don't have to care at all about the optionals when grinding this way)

    If anything 0 emblems or at most 1 would be ok.

    While I myself like a hard game, I think we need to think of this not about ourselves, but about the faction. There is already enough reasons not to play KDF, there need to be more reasons to play KDF, a little greasing of the rewards is one way to help make sure that these new missions get played by more than just the handful of hardcore KDFers that remain. Remember the time Gozer spent on these could have been spent on Fed content, stuff they know most of the population plays. If they've got to sweeten the kitty to get more players interested in the KDF so be it.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Warem wrote:
    I think it's a mistake to give out that many emblems on them - I have no problem with 5 emblems for path of the warrior, but I think 2 emblems for a 15 minute sortie is way out of whack. This will net the very boring (but profitable, at least for a while) grind of 4 emblems each half hour (2 sorties, each takes 15 minutes tops on normal without bugs, probably less since you don't have to care at all about the optionals when grinding this way)

    Agree with this.

    For exploration, you can get 1 token per half hour, plus a daily for 3. Giving these missions 2 per half hour, with 2 of them is too much. Means you get 4x the reward in this zone. And it is all space as well, something a lot of people prefer. Matter of fact, I'd be better off staying here than other dailies, like the Eti or the Deferi ones. When you factor in travel times to get to their sector blocks and then back elsewhere, they just won't be worth it.

    I'd say leave them at 1.

    Possibly look into adding an extra mission to the exploration zones as well to even them out at two per half hour. Perhaps change the exploration ones to be complete 3 space missions for one and 3 ground missions for the other. For both Feds and Klingons.

    Alternatively, if 1 per half hour is fine, then...*shudder*...add a new mission that requires completing both alpha and bravo to get 1 emblem, with a half hour timer, while removing the emblem reward from the raids, to reduce it to 1 per half hour as well.

    I'd prefer the second mission to exploration zones though.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Warem wrote:
    Well, to be fair the missions were extremely easy on normal without the bug, which was NOT present in Tribble the several times I ran them.

    I think it's a mistake to give out that many emblems on them - I have no problem with 5 emblems for path of the warrior, but I think 2 emblems for a 15 minute sortie is way out of whack. This will net the very boring (but profitable, at least for a while) grind of 4 emblems each half hour (2 sorties, each takes 15 minutes tops on normal without bugs, probably less since you don't have to care at all about the optionals when grinding this way)

    I'm not too sure about that:
    - "rescue the deferi hostages" is 1 emblem and takes me 2-3 minutes.
    - the deferi cluster of missions is 3 emblems and takes longer, but probably still faster than the sorties.
    - the 3 missions in Eta Eridiani. The freighter is 2 minutes or under, defending the deuterium is maybe 5 minutes ditto the satellite repair. All return 1 emblem.

    For me, the current return from the sorties is 'bad', unless the crafting loot is useful (and/or you manage to achieve the bonus - which is currently rather confusing).

    I guess a compromise would be to create dailies for the both of the sorties that return 1 emblem, and leave the existing 1 emblem reward. (so you'd get 2 emblems the first time, then 1 emblem for each subsequent run?)... [like the exploring emblem rewards]
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Varrangian wrote: »
    While I myself like a hard game, I think we need to think of this not about ourselves, but about the faction. There is already enough reasons not to play KDF, there need to be more reasons to play KDF, a little greasing of the rewards is one way to help make sure that these new missions get played by more than just the handful of hardcore KDFers that remain. Remember the time Gozer spent on these could have been spent on Fed content, stuff they know most of the population plays. If they've got to sweeten the kitty to get more players interested in the KDF so be it.

    I agree that there's enough reasons not to play the KDF, but most of those stem from lack of content.

    Encouraging Klingons to grind the same 2 missions repeatedly won't help there. Especially when one of those missions is rather meh, basically the same thing in 3 systems, patrolling a large area to kill a measly 4 fed groups. I dislike doing all the dailies enough as it is with 2 characters.

    I'd also say that there is plenty of carrot at the end of the stick for Klingons already, with Klingons having more interesting T5+ ships than the feds. The problem isn't there. The problem is in getting to that point. That's where we do the same repeatable missions over and over. And over. And then we do it again. Doing all that just so that when you hit max level you can then do just 2 missions over and over...*shudder*

    The lack of Klingon content won't end until the Foundry goes live.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    thanks gozer its still a good mission
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